Prepare Yourself

Come and get some

I'll be straight to the point on this one: Release will be on Friday, December 15th. Details on download and installation will be included with our release post.

Art n’ Stuff

A taste of the map with new dungeon completion

Well the break was nice, but now we’ve returned, bigger and better than ever. And yes, I mean that quite literally. I’d like to take this week to introduce you to our third team member: Everyone please give your utmost thanks, praise, [INSERT POSITIVE FEEDBACK], etc. to Spleen!

Spleen is a fairly regular member on the QCF forums, so I’m sure more than a few of you know him (and his terrifyingly efficient speed running skills). Coincidentally, he also happens to be good at digital art and approached us awhile back about art for the mod. Ever since then he’s been working from the shadows, beautifying the upcoming update with new sprites and more.

So what effect will this have in the immediate term? The Eastern update will include on-map dungeon completion indication (the standard silver, gold, rainbow fare). There will also be some new art sprinkled throughout other more minor areas, like items and monsters. However, the biggest improvement is the magician! The magician will have a full slate of brand new male sprites and portraits, and you can see the portraits now over here if you want to: imgur.com/a/sOfxI. As for the long term, if all goes as planned, all of the classes will eventually have new art.Alright, there’s are big announcement (for now). Although it may not have the largest effect on this next update, as Spleen joined midway through our developing it, it has big ramifications on the final product and future stuff. Also, collecting rainbows is now a thing again, so that’ll be nice for my fellow completionists. Well, time is inching ever closer to the release, but for now I will just say “Until next week!”

News Update: Protective Blessing

This update is more of a teaser than anything (I don’t like this trend of them getting shorter and shorter…), and there will not be an update next week due to Thanksgiving plans. Fortunately, the update after Thanksgiving will be a nice surprise. I promise! Anyways, onto the main topic.

Protective Blessing is one of the new traits coming in the East, and its quite a bit different from anything else, because a monster with Protective Blessing X% gains no direct benefit from the trait. Instead, all other monsters within a 5x5 square centered on the blesser gain Protected X% (X being the same number as earlier). Additionally, if a monster is in the range of multiple blessings, the Protected percentages stack (which can allow a two monsters with Protective Blessing to boost each other, and double boost monsters between them).

Protected acts exactly like extra physical and magical resistance, with two exceptions: 1. It cannot be eroded by BYSSEPS, Binlor, Cursed Cutlass, or any traditional resist reduction methods (although RBS can still circumvent it). 2. The provided magic resist only affects magic damage, and NOT cast success chance for glyphs like IMAWAL, WEYTWUT, or WONAFYT. Fortunately, the Protected trait is not permanent. It can be removed by either killing the monster with Protective Blessing (easier said than done, in some cases) or by moving either party out of range (although moving the Protected Blessing monster may suddenly make new monsters Protected if you aren’t careful).

In the spirit of keeping these spoiler-light, I’m not going to name any monsters with this trait or explain any of the circumstances in which it is used, but know that it usually ends up being a pretty meaningful consideration. Alright, that’s all for now, folks! Enjoy Thanksgiving if that’s a thing for you, and look forward to what we’ll have to share when we come back.

News Update: Traits and Puzzles

​More subtle spoiling of a certain new trait, for any who want to try to piece it together.

Alright, as promised this update is quite a bit less monumental, but for those who do their math it should be pretty helpful. Put as simply as possible, we’ve rewritten the interactions for all four of the EE damage-related traits (unstable, corrupting aura, frostbite, and riposte). The good news is, they are a LOT simpler and no longer cause Tikki Tooki to go ballistic at the drop of a hat. The bad news is that they are a bit nastier than they were previously. Here’s an in-depth breakdown:

Unstable and Corrupting Aura: Both of these effectively received the same two changes. First, they are now separate damage sources from the main attack. The upshot of this is that they now horribly murder you through your death protection. If the monster’s main attack breaks your DP, its aura or explosion can and will finish you off. Of course, if the monster’s main attack does not break your DP then Unstable/Corrupting Aura will do the job instead, per normal. Fortunately, we’ve adjusted the predictor to handle all of this, so no need to double check yourself when it comes to living or dying. The second main change is that they no longer technically deal damage. Instead, they remove health from you. While this may sound like a semantic thing, what it translates to is irreducible damage. No matter how much resist/DR/corrosion/frostbite you have, the unstable/corrupting aura portion of the damage will always be unmodified. Additionally, as unstable/corrupting aura aren’t attacks anymore, they do not piss off Tikki Tooki, cannot be dodged, do not remove frostbite, do not inflict status effects/death gaze, etc. They just remove health. Pure, simple, unavoidable, and cruel.

Riposte: Riposte falls a bit in-between the original versions and the new versions of Unstable and Corrupting Aura. It has been separated into two damage sources (so no ignoring it with DP), it cannot be dodged (trying to work dodge prediction with two separate strikes proved to be too much of a mess), and it is not counted as a hit (looking at you, Tikki Tooki). Beyond this, it is like a standard monster attack: Its type is the monster’s damage type (and can thus be reduced), it can inflict status effects (meaning it nails you twice with stackable status effects on physical attacks), it can trigger death gaze (so if its original hit puts you under the death gaze threshold, the riposte will kill you), and it does remove frostbite.

Frostbite: The changes here are far more straightforward. For simplicity’s sake, Frostibite’s damage adding effect basically works like corrosion now, instead of stacking a separate magic damage attack on top of the enemy damage. So if you have enough DR, you can clear your frostbite without actually getting damaged by it, but otherwise it will always deal its full number’s worth of damage.

TL;DR? Don’t worry. The puzzle pack in this expansion is Trait Tutoring. Trait Tutoring is a sort of Agbaar’s Academy for all EE monster traits. And the puzzle difficulty has been bumped down from masochist level to your standard base game puzzle fare. These puzzles are designed more to let you know about the nuances of the traits than to challenge you (although that doesn’t mean they will be easy). Furthermore, this pack will be updated as more traits are added in future releases. So yep, that’s it for this week! Progress inches slowly closer to a releasable product, so, in the mean time, feel free to stress about how much harder things will be without DP as an easy way out strategy.

News Update: The Heretic

Who's the real demon here?

Kingdom, meet Heretic. Heretic, Kingdom. Now that you're all well-acquainted, let's get down to brass tacks. The Heretic is the controversial fourth member of the Kingdom's Church building. Available for unlock as soon as you have a level 3 Church (à la Magician), this atypical adventurer plays with gods quite a bit differently from the regular folks. His abilities are as follows:

INDULGENT: Indulgences are never spent, gain health, base damage, and mana based on indulgencesBLASPHEMOUS: Gain 3 CP/piety lost when angering a god, immune to punishmentsOBSCENE MISSION: Scout all altars, cannot convert or desecrate, auto-desecrate worshipped altar on level up and reduce piety to 0

Since there's quite a bit behind these short descriptions, let's examine them in detail:

INDULGENT is the most straightforward ability heretics have. They literally cannot lose indulgences (and thus piety loss is not prevented), and gain 1 base damage and 3 health for each one. Furthermore, for each odd indulgence (1, 3, 5, etc.), they gain 1 mana. So in a typical run, this nets you 18 health, 6 base damage, and 3 mana.

BLASPHEMOUS, while also mechanically straightforward, is a bit more interesting in-run. Any time you lose piety by angering a god, you are instantly granted 3 CP per piety lost. Caveats are the following: 1. Pacts are not angering anyone (on the piety panel they are white, not red). 2. Piety must be actually lost to gain CP (so no easy TT CP farming). Another thing worth noting is that heretics' immunity is to ALL punishments, whether from desecration or piety loss.

Last, but definitely not least, is OBSCENE MISSION, the defining ability. Altar scouting is exactly what it sounds like (and also identical to the altar scouting prep from way back in beta days). Inability to convert or desecrate is also simple: When worshipping a god, the buttons that say "Convert" and "Desecrate" on other altars will always be gray. Thus, all that remains is the interesting part: "auto-desecrate worshipped altar on level up and reduce piety to 0." This means that every time you hit an EXP threshold (prestige levels included), you smash your current altar (even if it is unreachable). This grants you 3/2/1 indulgence(s), ends your worship, does not punish you, and sets your piety to 0 (without giving you CP, although Binlor's -10 piety for leveling triggers first for up to 30 CP). Pactmaker cannot be desecrated, and is thus exempted from the whole mess. Furthermore, your piety is only set to 0 if you actually smash an altar, so piety to fuel pacts will stick around between levels where you aren't worshipping (although you'll need sparkles/stone sigil/consensus to get any). One last benefit of this is that you get the starting bonus (piety, glyph, etc.) from every god you worship. Basically, it's a bunch of plusses with the drawback of not really being able to hold on to any god. Not to mention that if you want to get good value out of INDULGENT you'll have to sacrifice an altar or two early.

So that's the short and long of it. We promise it's more intuitive to play than the exposition suggests. Is it crazy? Yes. Is it boatloads of fun? It's my new personal favorite class (take that how you will). Does the way it play vary pretty drastically by god spawn? No question. Is it overpowered? Probably a bit, but it's not the only class in that category.

That's all for now, folks! We hope you're drooling with anticipation and all that. Feel free to comment, speculate, ask further questions, etc. down below! Also, don't expect future spotlight updates to be quite as substantive, since Heretic is the only big thing available upfront (and thus isn't really a spoiler). Future spotlights will likely be on more minor additions/improvements, although there might be another big announcement in the works for one of these. We'll leave it to your imagination.

News Update: The Expansion isn't Dead!

In fact, it is positively undead right now...

Greetings, one and all! Greetings and... humble apologies. We've realized that hearing nothing official from a fan project for a solid chunk of time conjures up the specter of abandonment. So here is your friendly news update to assuage your fears! First and foremost, know that we are working steadily and plan to finish the mod. Progress has slowed slightly due to real life circumstances for zayyeh, but we've finished most of the content for the next expansion (polishing and bug fixing still remains).​With that in mind, we figured it would be nice to give updates from time to time, so expect the occasional posting up here just to remind you we exist. Additionally, we want to build interest a bit before release, so we will be posting spotlight updates daily the week of the release. These updates will highlight non-heavy-spoiler things (so no dungeon explanations, item spoilers or anything else major/hard to access) coming in the East that we think are fun or interesting. That way you have some idea of what you're getting when you download the next patch, as opposed to having to go in blind.In the meantime, if you're starved for Desktop Dungeons content or aren't sure whether you should download what we have currently released, the youtuber Captain Thief has begun a Let's Play of the Extreme Edition content. So check that out and give him a like/comment/subscription if it peaks (this was definitely an intentional pun and not a mistake that I realized was a pun) your interest.

Happy Adventuring,The Extreme Edition Team

Bonus Update: Patchwork Development​

Despite everyone's best intentions, the kingdom is still in an unflatteringly upheaved state. Codexers were writing in invisible ink, Vampires were masquerading as gnomes, Bards have started whining nonstop about being half-blind now, Tiki Tooki was being EVEN MORE of a jerk than usual, and some guy guitar soloed so hard that the time-space continuum was temporarily ruptured. And that's just the start.

As if that wasn't enough, the monsters seem to be doing their very best to make everyone's life more nasty. Literally every golem-shaped boss suddenly discovered new combat protocols. Cultists to a certain unnamed evil god-thing have started on new diets and exercise routines. Even those pathetic builder guys are now swirling with chaotic energy. You can only hope this is the last of things, but that might be a little too optimistic. At the very least, your job just got a lot more interesting.​

We may have promised internally that we weren't going to do this, but so much for that. So have a patch! It's surprisingly huge, changes a lot of things that we weren't going to change, and adds a bunch more weird monster effects etc to spice things up. Unfortunately, I'm also here to announce that weekly updates are going to be suspended until the next large release. The rationale is we want to try dropping all the content on y'all at once this time and seeing how people react. So sorry, but look forward to it! I don't know if it'll make you feel better, but here is the (MASSIVE) changelist:

Changelist:

- Codex effects should stick for good this time.- Sorcerer no longer breaks everything, but mana shield prediction had to be disabled for the time being.- Titan Guitar is no longer crashes the game. Rock on, fellow Administrators!- Tiki Tooki should now deduct piety more properly.- Ancient Scrapyard is now more interesting. It's unclear what ramifications this had on difficulty.- Hidden Workshop is now a more straightforward challenge, and likely a bit harder.- Cursed Cutlass resist erosion lowered down to 3%.- Debtly Surprise cannot unlock before Vicious Steel.- Lekon's Chosen are quite a bit beefier, and hit slightly less hard.- Errand Boy, pt. 2 changed to reflect the fact that race requirements are secretly non-enforceable.- Vessel of Lekon interaction with knockback is a bit more straightforward now. So you can't just infinitely corrode him.- Vessel of Lekon difficulty slightly tweaked.- Undying Sculptors are now CHAOTIC!- Undying Sculptors now create golems that RIPOSTE!- Grudge Match puzzle is now slightly harder, to reflect a more optimal solution.- Better enemy distribution on Lekon's Table.- The Boss Parade subdungeon should always open everywhere (we hope)- Refund Wand is now less amazing, and Membership Badge now converts for a boatload of CP.- New monsters now petrify into real statue types.- Stone Jellies now look like stone.- The One Horn now has an extra effect to make it better over the course of the run.- Bard's EYE OF OPPORTUNITY completely redesigned to more fully reflect the style of play intended for the bard.- Bard Gold now auto-scouts TT's altar due to the loss of bard scouting.- Soul Eaters now ESSENCE DRAIN! This makes them harder, but still more fightable then they were previously.- Sapphire Golems which inflict FROSTBITE have joined the new golem crew in Flooded Foundry. Be very careful with them.- Lekon's Table now has an extra fancy effect to compensate for the increase in Lekon's Chosen health.- SMOKE AND MIRRORS description clarified, now applies to Frostbite as well.

Week 11: Official Release 1

The recent months have been a real adventure, but things finally seem to be settling down. Your new professionals (and one obnoxious self-proclaimed seer) have finally finished moving in. The Northern dungeons now feel only slightly mysterious, while still being mostly a real pain to win. Hopefully things will be normal for a little while, but that might be too much to ask for. After all, who doesn't enjoy a little random craziness showing up from time to time?

Recent rumors have been turning your head eastward. They speak of lost expeditions and the coveted secret of immortality, but it is probably mostly made up. Rumors are notoriously unreliable, despite their 100% correlation to reality. Really, how do the old men back at the tavern figure all this stuff out. Well, these mysteries will have to be left for another time. For now it's time to kick back, relax, and enjoy your new guests and more.

It's here everyone. We did it. Massive pat on the back and all that. Now we'll probably take another week or so off, because developing is hard, people. Or something like that. The East is coming to you next, so get excited for that. All sorts of scary stuff over in that direction. Anyways, I need a nap, so have a changelist instead:

Changelist:

- Monster kills are now recording properly again- Ancient Scrapyard boss buff- Lavavein no longer so incredibly evil and surprising- Lekon's Table no longer the hardest thing ever by a wide margin- Flooded Foundry... changed? Hopefully it is a little harder or something maybe? You tell us.- Prices for items modified, and Cursed Cutlass hits quite a bit harder- Master Pack puzzles should all be functional and dandy now (FINALLY)- Master Pack reward might be changed- Magician Bronze can now actually handle the usage of IMAWAL- Magician Gold now awards cash instead of a veto slot- Mousing over a complete Scrooge badge no longer puts text offscreen- Corrected codex numbers- Puzzle version of fire heart removed from codex- Boss Parade now works for Lekon's Table- Bezar is now offering a new, preppable refund initiative!- Lekon's Table no longer randomly causes you to accumulate a permanent dodge chance (this is probably the strangest bug ever, for the record)- Quest title margins improved- Unstable is far more consistent- New golem types are now a little less sparkly- Cultists have stopped infiltrating magician bronze- Corrupting Aura in piety log now has correct icon- Master pack unlock more consistent- New icon for SMOKE AND MIRRORS- Minor textual edits in random places

Week 10: Sitting Pretty

Nothing much is happening in the Kingdom right now. After weeks of turmoil and strange visitors, everyone is enjoying a brief moment of rest and breathing large, collective sighs of happiness.

The monsters have really made the most of their brief moments of non-upheaval, putting on makeup, making sure they explode properly and such. Adventurers have been far less productive (as expected...), but even they have stamped out some bureaucracy, making sure they get their badges and gold as appointed.

More tiny fixes, fine-tuning and art! You'll probably have one more week of this followed by the release and then finally new content again! Or a break. Our coder deserves a break, so we'd feel bad not giving him one. Anyways, enjoy quests and stuff and give us all the feedback you can, because this stuff will be finalized soonish! Without further ado: Changelist!

Changelist:

- All new Golems and Goats have gotten an art upgrade- Unstable hopefully more consistent- Cloud Save buttons disabled, so you can't accidentally ruin your saves.- You should now always have your full complement of gold in-dungeon- Scrooge no longer unawards itself.- Old portraits restored, promoting greater gender equality!- New installer for Windows.

Week 9: Puzzles Ahoy!

Ever since a certain questionable seafolk robbed a certain well-known monster merchant, rumors have abounded about strange people arriving from the sea. They've come in droves, bringing new toys and new warriors. These swashbucklers seem to have an expert grasp of swordsmanship, and, despite lacking the rigorous workouts of our standard adventurers, dance with an unparalleled style and grace.

One of the favorite items they have brought with them is a box of puzzles. However, this "toy" has been found so challenging that some have begun to consider it a torture method instead of a fun distraction. Still, for the wise, inquisitive, or stubborn, they may provide some enjoyment.Alright, this is basically all the content for now. The next two weeks will be mostly testing, bug fixing, and art-ing on our end, but you can probably expect at least some small balance tweaks. And then (FINALLY) release! There will probably be a bit of a break after release, but it's seems justified. Apparently this beast is over 10k lines already and our real coder has a real life to live too! In the meantime, 'ave a changelist on me:

Week 8: Bardiness

There once was an update in beta,using limericks to explain its data.I thought it'd be fun,To take that and run,Now I'll explain things A to Zeta:

The first thing to note is the Bard.He got challenges, and they're hard.Plus now he's a tinker,Cause I'm not a thinker,And forgot some old lore to regard.

Fret not, there are other things too,Although they might not be for you.We've squashed a few bugs,and nerfed a few thugs.It was a good week for the crew.

I hope it's clear why I haven't pursued a career in poetry. Also, remember how I keep saying we'll be done in a few weeks. Yeah, I'm going to say that again. And since all major content is done now, I might be right for once. But probably not, given my track record and how we keep adding new, unplanned stuff. There is one thing I never get wrong though: I always call that a changelist will follow.

Changelist:

- Bard class challenges added!- Bards are Tinkers, as they always should have been. Not sure how we missed this for so long.- Magic resistant monsters have realized they are now officially allowed to ignore Bards.- Bards got rid of the Kingdom screen musicians who were annoying people to death.- Dungeon music reverted until when (if?) a more complete extra soundtrack exists.- Class challenges no longer in menu quest display.- Removed smuggled escape staircase that was hiding in plain sight in the Magician gold arena.- Kept making Magician gold easier to make winning more consistently possible.- Fizzzz is slightly less screamy if you break the rules.- Temporarily removed Magician gold's reward to give it to Bard gold.- Siabrae stopped being the absolute worst all the time and Soul Suckers are still the worst all the time, but are slightly more interesting.- Top secret Bard subdungeon has retreated to the shadows, but been fixed.- Wanderer stopped appearing where he should't on dungeon panels.- Dungeon color (rainbow, gold, silver, you know) fixes.- Codexing scribes finally started spending 1% of their time checking for things like typos, numbers, etc.- Quest flags minority changed.

Week 7: Fashionistas

While it is common knowledge that adventurers rank among the most narcissistic people alive (surpassing actors, and being slightly edged out by lawyers), the alchemist's recent invention of a transformation potion has caused widespread issues. Magicians, self-conscious about their unusual coloring, have converted to an arguably even more unusual coloring. Bards and Bishops have also latched on to the new brew, eager to look a little more special.

The isn't the only thing Bards and Bishops aren't stopping there though. In shocking move only ever performed before by the Order of Transmuters, the Guild of Bards have changed their standard style for approximately the 15th time. Bishops, discontent with merely shifting around their worship willy-nilly, have begun increasing their questionable activities. The new deal they've struck with the Pactmaker seems especially promising, although it cost them some of their favor from the other gods.

Finally, after determining that the finalist in the Grand Wizardry Tournament™ might be literally unbeatable, the Adventurer Fairness and Welfare Committee forced the inclusion of a few more purchasing options.

Turns out we still do have things to update on! In non-above news, we are currently working on a website (don't get your hopes too high), that will go up with the release, which should be a few weeks out given that all the content that is left is Bard Challenges. Then there's just textual revision, and testing, testing, testing. You probably weren't expecting this at all, but Changelist follows:

Changelist:

- Magicians are purple, Bards are Priests, and Bishops are Monks.- Bard revised for the umpteenth time. This one should stick. We even gave it skill icons to make the blasted thing stay.- Bishop is slowing morphing into a final, more Pactmaker focus version. It will probably change one more time in the next few weeks.- Scrooge no longer ruins your PQI.- If you haven't upgraded buildings, they are now full price. Sorry.- Super secret code efficiency improvements.

Week 6: Suprise!

All sorts of unexpected things have been happening this week! Monsters have begun throwing epic parties in dungeons, and (slightly less surprisingly) adventurers have been murdering them wholesale. They've even started awarding a medal for doing it.

A grand wizardry tournament has begun, and a few ambitious magicians are entering, hoping for prizes and fame. Even Bezar has a new magical curiosity of an item, but it is only on offer to those who earn via tournament success.

Another small one. We should also do Bard Class Challenges, but that's the last of the content you'll get pre-release. Other than that, things are almost done on our end, with quests and hidden things being almost fully integrated and finished. Maybe we'll release in two weeks or three if we're lucky. No promises though. Changelist, as petite as it may be, is below:

Changelist:

- Magician Class Challenges added!- Bard updated.- New item: Bag o' Tricks!- Boss Parade updated to make it more beatable.- New Badge: Scrooge.- Magician and Bard are no longer so blue.- Magician now shows up greyed out in the Mage Tower.- Prototype 1 now always displays No Experience when he should.

Week 5: The Itsy Bitsy Update

This update is very small. As such, these patch notes will be small as well. We hope you gain a small amount of happiness from this update.

Jokes aside, this really is a tiny update. Due to the fact that all we have to do before our release of the North is stuff like Quests, etc. and testing, you might not see an update next week. Or you might see one with an extra special surprise that we're debating whether to save for the release. Either way, these will be very small until our release in a few weeks, so don't expect anything amazing. Except next week. Maybe. No promises. There also might be a changelist following:

Changelist:

- Magicians now remove debuff skills instead of resists. This incredible change has led to them deciding to get a makeover.- Hidden fun thing you might find.- Boss Parade slightly amended.- Evolvia figured out how to change colors.- The Sacrifice stopped being racist against monster classes.- Messy class icons popping up all over the place shouldn't anymore.- Hitball guys are no longer necromancers on Haunted Castle.- The witch has gone back into her building, avoiding dungeons for the time being.- Miscellaneous bug fixes and improvements, just in case I've forgotten something.

Week 4: Songs, Savings, Swords and Super Secret Stuff

What a lucky break! That sandstorm actually totally missed everyone, so all dungeons are still accessible. Rumors claim it is the work of the secret underground group "Questonymous" (they also run PQI), which didn't want the storm to trash all the secret quest setup they've been doing up North.

In less lucky news, the Auditors have continued their brutal review of all of the Kingdom's policies. They found the veto slots (vaporized), the questionable DERPing (banned), and the policy of not paying adventurers (still mostly a thing). In their righteous fury, they even emptied out the legal locker and veto slots as punishment. To top off the whole debacle, someone lost all the dungeon records while trying to hide suspicious paperwork. Fortunately they should turn up after completing a dungeon run.

Not everything is terrible though. Bezar has officially started a membership campaign for adventurers willing to pay the fee. A few heroes are so happy about this that they've taken up singing and become Bards. We do not recommend their concerts. Some old guy keeps saying there is a secret sword amongst Bezar's shop. This old guy is probably crazy.

TONS of background work this week, but we're going to keep all the new one-off content hidden until mini-release. That way you don't finish a broken version and never get the real experience. Speaking of the mini-release, things are moving in that direction slowly but surely: Bugs are being squashed almost as fast as we add them and content is almost done. But I'm sure some horrible issue will crop up and delay things by a few weeks. With that happy thought, have a changelist:

Changelist:

- Bards now roam the halls of the Explorer's Guild, too nervous to actually sing to anyone but the monsters.- Bezar's Tentacular Savings Club is officially open for members.- New classes are now charging tiny mostly-one-time fees, as is the Bazaar.- RIP extra veto slots.- Records of Lockers, Vetoes, and Dungeon completions are flying in every direction. Good luck. At the very least the dungeon ones should come back after one run.- Auditors also found out about the new classes and items, and promptly disqualified everyone from the DERP program.- Class completion panel is properly organized now.- Lekon lore books no longer randomly appear in the South.- Possessed Goats look slightly less horrifying, as does The One True Horn.- Cursed Sword might be waiting for you in a locker slot once you've upgraded the Guild. As in I'm literally not sure if it will spawn or not. I hope it does. It's cool.- PQI no longer discriminates against Trolls.

Week 3: Career Fair

The New Year has arrived, bringing with it brawls, festivals, and festive brawls at festivals. Foremost among the festivities is the New Year Talent Show: a tournament where adventurers of every variety try their best to show off for a hefty prize. While the past few years have been dominated by a dancing Troll known as Bubbles, this year had a few noteworthy new entrants.

First, some of the more rebellious priests promoted themselves to bishops and gave a lengthy sermon about nothing in particular. It seems their new position comes with an even greater ability to be noncommittal about religious specifics while still sounding extremely wise. This infuriates the paladins to no end.

Second, after spending the past day and a half camping, some rogues have decided to be hunters. These "expert naturalists and survivalists" showed off their newfound skills by butchering a ton of plants on stage. This impressed no one.

Unfortunately, no winner could be declared, as the judge panel was secretly murdered by magicians. It seems they'd been taking a seminar at the Thief Den on bullying weak opponents, and couldn't wait to test the fruits of their labor.

With festivities settling down and paperwork starting up, a few worrying reports have arrived. They warn of strange golem-related subdungeons appearing up north, and an approaching sandstorm so massive it could hide the new adventuring destinations and force you to actually quest and such to find them again. Worst of all, the Auditors have decided to take a more thorough look at your adventuring practices. They've already forced you to remove your over-inflated locker (apparently storing dangerous items in civilian housing is "irresponsible"), and next thing you know they might make you pay your adventurers. Just kidding. What a ridiculous idea!

Lots of good work got done these past two weeks, and that sandstorm wasn't an idle threat. We're moving into progression stuff for the next one or two weeks, so expect quests, building upgrades, pop-ups and more. You might temporarily lose access to stuff, so test everything as much you can while it is totally free. And sorry about the infinity locker going away, but we need to follow the devs' requests. If you just post with your Kingdom name we can give it back to you specifically. Well, with all that jazz out of the way, here's your changelist:

Changelist:

- Bishops have taken up residence in the Church, and promptly started annoying the Paladins with their wily agnostic ways.- Hunters now stalk the halls of the Thief Den, randomly laying traps and laughing at the unfortunates who fall into them.- Magicians have pick up a few dirty tricks to crush slowed monsters.- More lore subdungeons litter the north, filled with items and such.- New items and Flooded Foundry now save.- Oasis Town subdungeon walls stopped randomly detonating.- Cursed Goats are no longer smart enough to revive as pacifists.- Corestones are no longer smashable on dry land.- Sprite coloration is more consistent for classes.- Plants stopped shoving trolls around.- Trolls have learned to hide in subdungeons.- Troll shroud animation is distinct.- Trolls no longer spawn CYDSTEPP.- Djinn's IMAWAL looks amazing.- Bloodmages have reclaimed their old spot on the adventurer selection screen.- Infinite-Locker disabled (if you post to ask for it, we can give it to you, we can't officially post it).

Week 2: The Generic Holiday Update

It's holiday time around in the world of Desktop Dungeons! The tavern is filled with raucous cries from drunk, underpaid adventurers. Orcs have redecorated with new, equally tasteless, albeit more festive decorations. Even some monsters have adopted a special Christmas look, wearing Santa hats and such.

Yeah, no. Maybe next year.

Instead of being filled with holiday spirit, the tavern is filled with rumors about a secret foundry where golems are being produced, somewhere near Cursed Oasis. But they are rumors though, so take them with a grain of salt.

The only real act of holiday generosity, came (to everyone's shock) from the Kingdom's Bureau of Adventuring, Records, and Filing (BARF). BARF has actually recognized the recently-discovered dungeons as worth spending the paper to write about, so standard heroes who travel to these new destinations will finally have their achievements recognized and kept in Kingdom records. We hope. Filing mistakes do happen from time to time.

Well, no interesting holiday easter eggs from us, but steady progress continues. Since our one full-time incredible coder (seriously it's just him and he's awesome) has claimed he actually does have a life outside of making this, there probably won't be an update next week. But other than that we should be moving away from new dungeons for the next few weeks and focusing on polish issues like quests, saving, and the codex for our hopefully soon QCF-Forum-only release of the Northern content. So expect things to be quiet for awhile, and then get REALLY loud with new people showing up. Hope you've all had wonderful holidays, and here's a changelist on me:

Changelist:

- The Flooded Foundry awaits someone actually good enough to beat it.- New dungeons should *hopefully* save victories and badges earned by the original classes. Please post any crashes related to this.- A certain goat in a certain subdungeon should drop a certain cutlery item.- The Hitball Administration is happy to announce they have properly set up in Darkwood Fringes and should no longer break everything when spawning as the subdungeon.- Subdungeon monsters in Ancient Scrapyard are no longer ancient and properly award exp.- The blacksmith kicked out the pesky Djinn who was living in his level 1 building.- Vessel of Lekon's resist cap no longer capped at a mere 20%.- Vessel of Lekon actually gets buffed by vicious token.- Class panel on dungeons can now properly handle the extra rows of classes.- Unstable monsters explode no matter how you kill them.

Week 1: Welcome to the Wonderful World of Weekly Updates!

Hello, everyone, Avatar here! In order to make things more regular for you all, we're shifting over to weekly updates. You can expect these to be rolled out sometime every Friday (EST time) accompanied by patch notes and a changelist. Things may be a bit bumpy at first (we're new at this), but hopefully this will make testing and keeping up with the mod easier for everybody.

On other good news, we've finally gotten the devs official approval! Things are still to be kept secretive for now, but expect some new (or old, rather) faces from the QCF Design forums to be showing up in a few weeks or so.

As for the actual update, I'll let the changelist speak for itself this time. Wouldn't want to make you read too much.

Changelist:

- Dailies are disabled.- The Hidden Workshop has been discovered up north.- Four new subdungeons have been added. They may be rather hard to find.- Soul Sphere, Lord Soul, and Cult Talisman added.- Troll is no longer by far the most fiddly class ever invented.- Wanderer's BLOOD MIRROR reveals 5 tiles instead of 7.- Deadman's pass has an original soundtrack.- Desktop Dungeons Alpha nostalgia-inducing sound effect added. I won't spoil where, but any of you who've played the alpha will find it real quickly.- Corrupting aura has been updated.